WorryEscape

The WorryEscape project strengthens the financial skills of students in education and guidance fields through game-based learning. The aim is to develop an escape room game that helps future professionals support young people in managing their personal finances.

Funders

Service Business and Circular Economy
National RD
Digitalisation and Information management in Society

Project background

Young people’s financial challenges are increasing, yet future professionals in education and guidance do not always have sufficient skills to teach financial literacy. There was a need for practical and engaging ways to strengthen financial competence during studies. The project set out to bring financial education closer to students’ everyday lives and to create a method that serves both learners and professionals in their work.

Project objectives

  • Strengthen their own financial skills and understanding of young people’s everyday money matters.
  • Practice financial education methods through concrete examples.
  • Develop skills to guide young people in budgeting, digital financial literacy, and understanding credit products.
  • Gain access to a ready-to-use, free method for teaching financial literacy to young people.
  • Support discussions that promote young people’s financial well‑being.
  • Provide an easy tool to start conversations about money.

Project Activities

  • Co‑developed an escape room game built around personal finance themes.
  • Tested the game with students and young people and collected feedback.
  • Created exercises and discussion materials to support guidance situations around the game.
  • Examined how young people build financial understanding through peer interaction.
  • Published the final WorryEscape escape game for nationwide use.

Project results and outputs

  • A free escape room game was created to illustrate real‑life financial situations faced by young people.
  • Students gained practical skills for coaching young people in financial matters and delivering financial education.
  • Young people’s financial skills improved through shared discussions and game tasks.
  • New materials were produced to support teachers and youth workers in post‑game reflection.
  • Financial education methods became easier to adopt across different education levels and youth work settings.

Sustainable development goals

3, Good health and well-being.
4, Quality education.
12, Responsible consumption and production.

Contacts

  • Anniina Honkonen

    Specialist

    anniina.honkonen@laurea.fi

    +358 40 673 9875

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